Full notes
Full Ghost Hand update
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What changed
- Gameplay
- Fixes
- UI and audio
- Balance
- Performance
Ghost Hand changes
Demo 1.8
-dummy can only be killed when rank is B or higher
-tweaked Break rotating sprite
-added collision bars for flying mech boss arena in the castle area
-added a leash system that dont allow enemies to exit their proper area
-tweaked bettleboss behaviour
-tweaked lighting in battle boss arena
-press up or down twice quickly to look up or down instead of keeping it pressed
-fixed breakble floor being destroyed by upwards attacks
-upwards attacks are now centralized
-removed looking up or down for now, to avoid bugs
-player uncroutch as soon as the crouch button is released
-reduced crouch bias
-added destructible auto tiles
-centralized a file to control level loading and spawn location
-decreased grappling hook range by 25%
-update to sandtile set
-swin attack no longer deals damage
-addec oral tileset
-while wearing metal boots underwater, player can use regular attacks
-decrease under water gravity by 50% and increase jump height by 20%
-increased currency collection area
-redone water caustic effect
-adding underwater effects such as bubbles and a undersea surface shader
-added coral reef
-iria can hold her breath underwater thrice as long
-tweaked pogo jump physics
-fixed player being able to attack while swiming
-added analog support to swimming controls
-tweak jump related animation transitions
-tweaked Iria iframes blink
-tweaked roll mechanic
-added breakable chandelier
-added breakble statue
-fixed crouch after a slide that bumps on the ceiling
-pogo jumps always generate jumps
-fixed crash from landing from high heights
-fixed one way tileset physics
-rolls can be canceled with punches instead of jumps
-pressing up while crouching also makes iria stand up
-added cathedral area
-added cathedral tilesets
-reduced currency drop rate from environment destructible objects
-enemies can affect their environment upon death
-fixed ghost light sources
-streamlining some inventory related code
-optmized invetory system UI
-level data compilation algorithim is now recursive
-added a list of all loaded maps in map manager system and a color picker
-magic spells can be equipped in the inventory
-fixed enemies dropping the wrong amount of currency
-rankcounter gives more mana
-fix to BBreak effect
-new dark elemental enemy
-standardized noise textures
-slide scan be canceled by releasing slide buttom
-tweaked how post slide speed limit physic work
-player will walk to a proper spot before talking to a NPC
-general improvements to dialogue systems
-added salesman NPC
-fixed landmines giving insane ammounts of currency
-fixed pickable sign not spawming
-increased size of pick up trigger of itens
-made uppercut behaviour more consistent
-tweaked healing animation
-fixed rhyno bettle broken leg animation
-added apple item
-fixed broken loot system
-healing magic cures 50% more
-added mana potion itens
-fixed a crash that happened when trying to combine non consumable itens
-added couple of high rest fonts, Constant and Alice in Wonderland
-fixed bug in mech boss, beetle boss and slug boss knockback animation
-tweaked xp calculation
-added hurtboxes to a most enemies
-added dmg to bottomless pits
-reduced attack range of 3 hit combos by half
-break frame frame time increased by 5 frames
-attack animation is 70% faster
-tweaked camera offset
-upward momentum is canceled when jump button is released
-airhold tolerance was decreased to 0
-tweaked appearance of dialog box
-tweak to jump and gravity parameters
-reworked dialogue system to be less bloated and more consistent
-added anti nan fail safe to enemies as well
-redone chest sprite
-enemy variants can have varying amount of HP
-using direct drawn textures for custom mipmaps
-fixed dragon radar not working during barrel rolls
-fixed inventory not resetting in a new game
-changes to air
Source
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